Vibra vs Wwise and FMOD for app sound and haptics

Wwise and FMOD are powerful game audio middleware. If you design sound for an app, not a game, you need far less: one place to keep every sound and haptic, test them and decide what plays when.

Side by side

Both sides do their own job well. The question is which job you have.

Vibra compared with Wwise and FMOD
VibraWwise and FMOD
Built forApps and product UI: taps, confirmations, errors, notifications.Games: adaptive music, 3D and spatial audio, real-time mixing.
Where you workA web workspace. Nothing to install.A desktop authoring app and a project per game.
Who sets it upYou, in Vibra. No audio programmer needed to try an idea.Usually a sound designer in the authoring tool and an audio programmer in the engine.
Sound and hapticsDecided together, per event and per platform.Built around sound. Haptic support depends on the tool and the platform.
When two events collideOne Interruption Matrix rule per pair: suppress, queue, duck or co-play.Priorities, voice limits and mixing, set by an audio specialist.
Testing on a phoneWith the Vibra mobile app, coming soon. One scan, no build.Usually in a build of the game.
What developers getOne JSON export of every event, rule and asset.Sound banks and an engine integration in Unity, Unreal or native code.

Which one fits

  • Choose Wwise or FMOD for games

    Adaptive music, spatial audio, real-time mixing and engine integration are what they are built for. Vibra does none of that, on purpose.

  • Choose Vibra for apps

    When you design sounds and haptics for taps, toggles and alerts, and need one place to keep them, test them and settle collisions.

  • What Vibra does not do

    Vibra does not create, edit or mix audio. You bring finished sounds and haptics; Vibra holds the decisions and ships them.

Lighter than middleware, built for app sound designers

Sign up, import the sounds and haptics you already have, and decide how every event plays.